RE: [Flashcoders] how are they doing this? Papervision3d or pre-rendered 3d?

2007-09-17 Thread Patrick Matte|BLITZ
Yeah that distortion feels like a papervision plane with not enough triangles

BLITZ | Patrick Matte - 310-551-0200 x214

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Carl Welch
Sent: Sunday, September 16, 2007 7:49 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] how are they doing this? Papervision3d or 
pre-rendered 3d?

I noticed that distortion also, which is why I was confused. I thought maybe
that was a signature of papervision.

On 9/16/07, Snepo - Arse [EMAIL PROTECTED] wrote:

 I disagree, IMO tthe only video involved would be the initial
 sequence of the cards falling though that could easily be an image
 sequence.

 It is more likely that just the card turning effect is pre-rendered
 and the card content is composited at runtime.

 When the card turns you can see a slight crease in the middle of the
 content. It appears as though they are blitting the content to two
 bitmap objects (one left and one right side) then using a distortion
 technique to make the content conform to the card flipping animation.
 I would imagine that they have a single pre-rendered animation that
 they are applying a hue difference to in order to reuse it for all
 cards. They developers also seem to be doing some clever stuff to
 make each card unique... so perhaps the static cards are pre-rendered
 for each and only the flip animation is re-used.

 Arse
 www.snepo.com
 www.arseiam.com







 On 17/09/2007, at 7:50 AM, Jon Bradley wrote:

  It's video.
 
 
  On Sep 15, 2007, at 1:27 AM, Carl Welch wrote:
 
  Hi All,
 
  Does any one know how this site achieved its card flipping effect?
  Papervision3d or pre-rendered 3d?
 
  http://www.tripleslanguage.com/?CMP=BAC-1TO1Q3TP7042
 
  Thanks.
 
  --
  Carl Welch
  [EMAIL PROTECTED]
  805.403.4819
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--
Carl Welch
[EMAIL PROTECTED]
805.403.4819
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[Flashcoders] Going Crazy :( - Strange problems with height and width before _rotation change

2007-09-17 Thread julian atienza
Hi everybody.
I'm going crazy with this problem.

Place in stage one rectangle (f.e with 200x100 dimensions) named mcRectangle.

Put this as2 code

trace(Original Size : + mcRectangle._width + , + mcRectangle._height);
mcRectangle._rotation = 90;
trace(BEFORE ROTATE 90 DEGREES: + mcRectangle._width + , +
mcRectangle._height);
mcRectangle._height = 100;
mcRectangle._width = 100;
trace(CHANGING MANUALLY HEIGHT AND WIDTH to 100x100, strange size
is: + mcRectangle._width + , + mcRectangle._height);

Output is:
Original Size :201,101
BEFORE ROTATE 90 DEGREES:101,201
CHANGING MANUALLY HEIGHT AND WIDTH:101,199

When u apply one rotation, trying to assign manually width and height
properties causes strange unpredictable effects...

I'm trying to use xscale and yscale to avoid this problem, but i have
another problems when try to make more things..

any solution? any suggestion?

thx in advance
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Re: [Flashcoders] protecting graphics

2007-09-17 Thread Stanford Vinson
I like the way you think! But if using for example the Bitmap class for
printing and saving images on stage is any indication of CPU usage for
this type of solution, we are looking at unacceptably long loading times
for most users. It may work on smaller maps. Has anyone seen a solution
similar to this used before?

Stanford



 You could try and save your vector data, or SVG,  in a database (SQL)
 and retrieve your map through remoting.
 you would then only need to parse back the vector data in Flash. But
 then I guess this could be tough on the user's CPU !

 Alain



 Stanford Vinson wrote:
 Some excellent ideas here. Thanks!

 I am not so worried about the screen shots. However, I AM worried about
 people extracting my very complex vector graphics, scaling them anyway
 they choose and printing any dimensions etc that they want and maybe
 reselling in a market I would never think to check. I had considered
 something along the way of the SVG solution you suggest Michael, but yes
 its WAY to much extra work as far as I can imagine.

 If anyone else is inspired to give me his 2 cents worth as to how to
 construct the loading of a maps graphical elements to make it difficult
 to
 reconstruct, I'm all ears.

 All the best,

 L. Stanford Vinson
 www.wegame.dk



 On 9/14/07, Stanford Vinson [EMAIL PROTECTED] wrote:

 I am looking for a way to make it very difficult for a user who
 downloads
 my flash APP to extract the graphics. Can anyone help? Here is my
 situation:

 Do all you want, but you'll never prevent anyone from taking
 screenshots.

 I've heard (and I don't know if this is true or not) that mapmaking
 companies will actually occasionally make up a street (like an
 out-of-the way cul-de-sac or something). That way, if someone copies
 them (as opposed to doing the actual legwork), they can prove it.

 One safeguard I can think of would be to create a proprietary format
 (preferably binary) for vectors and then render it in Flash using
 Graphics objects. You could save out the vector maps as SVG files,
 write some code to translate SVG to your format, and then have your
 live app use the proprietary format. That would be a lot of work,
 though. Again, ti wouldn't prevent anyone from taking screenshots, but
 it would make stealing the vector source much much harder.
 --
 T. Michael Keesey
 Director of Technology
 Exopolis, Inc.
 2894 Rowena Avenue Ste. B
 Los Angeles, California 90039
 http://exopolis.com/
 --
 http://tmkeesey.net/
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Re: [Flashcoders] protecting graphics

2007-09-17 Thread Stanford Vinson
I like the way you think! But if using for example the Bitmap class for
printing and saving images on stage is any indication of CPU usage for
this type of solution, we are looking at unacceptably long loading times
for most users. It may work on smaller maps. Has anyone seen a solution
similar to this used before?

Stanford



 You could try and save your vector data, or SVG,  in a database (SQL)
 and retrieve your map through remoting.
 you would then only need to parse back the vector data in Flash. But
 then I guess this could be tough on the user's CPU !

 Alain



 Stanford Vinson wrote:
 Some excellent ideas here. Thanks!

 I am not so worried about the screen shots. However, I AM worried about
 people extracting my very complex vector graphics, scaling them anyway
 they choose and printing any dimensions etc that they want and maybe
 reselling in a market I would never think to check. I had considered
 something along the way of the SVG solution you suggest Michael, but yes
 its WAY to much extra work as far as I can imagine.

 If anyone else is inspired to give me his 2 cents worth as to how to
 construct the loading of a maps graphical elements to make it difficult
 to
 reconstruct, I'm all ears.

 All the best,

 L. Stanford Vinson
 www.wegame.dk



 On 9/14/07, Stanford Vinson [EMAIL PROTECTED] wrote:

 I am looking for a way to make it very difficult for a user who
 downloads
 my flash APP to extract the graphics. Can anyone help? Here is my
 situation:

 Do all you want, but you'll never prevent anyone from taking
 screenshots.

 I've heard (and I don't know if this is true or not) that mapmaking
 companies will actually occasionally make up a street (like an
 out-of-the way cul-de-sac or something). That way, if someone copies
 them (as opposed to doing the actual legwork), they can prove it.

 One safeguard I can think of would be to create a proprietary format
 (preferably binary) for vectors and then render it in Flash using
 Graphics objects. You could save out the vector maps as SVG files,
 write some code to translate SVG to your format, and then have your
 live app use the proprietary format. That would be a lot of work,
 though. Again, ti wouldn't prevent anyone from taking screenshots, but
 it would make stealing the vector source much much harder.
 --
 T. Michael Keesey
 Director of Technology
 Exopolis, Inc.
 2894 Rowena Avenue Ste. B
 Los Angeles, California 90039
 http://exopolis.com/
 --
 http://tmkeesey.net/
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Re: [Flashcoders] how are they doing this? Papervision3d or pre-rendered 3d?

2007-09-17 Thread Jon Bradley
Whether they blit or not, everything is still a pre-rendered  
sequence, except the text. The clip layout is identical every time.


I don't believe any distorian or 3d library API was used (ie PV3D or  
Sandy). There are a whole bunch of pre-rendered sequences that they  
are applying color transforms to to get the final cards. Anything to  
do with the card is pre-rendered. It's a 3MB file - look at the  
graphics.


It's not 'composited' at runtime. Content is placed in a hierarchal  
layout - ie, old school Flash 6 style mc layout to get the look of  
perspective on a clip. The clips are separated into center content  
and bottom content (possibly top). The content is placed inside of that.


Doing this through PV3D or Sandy, or any distortion API in  
actionscript wouldn't be a good approach anyway for something like  
this - not easily modified.


Aside from the content on the card, it's still 'video' in the sense  
of all the pre-rendered sequences.


cheers,

jon


On Sep 16, 2007, at 10:36 PM, Snepo - Arse wrote:

I disagree, IMO tthe only video involved would be the initial  
sequence of the cards falling though that could easily be an image  
sequence.


It is more likely that just the card turning effect is pre-rendered  
and the card content is composited at runtime.


When the card turns you can see a slight crease in the middle of  
the content. It appears as though they are blitting the content to  
two bitmap objects (one left and one right side) then using a  
distortion technique to make the content conform to the card  
flipping animation. I would imagine that they have a single pre- 
rendered animation that they are applying a hue difference to in  
order to reuse it for all cards. They developers also seem to be  
doing some clever stuff to make each card unique... so perhaps the  
static cards are pre-rendered for each and only the flip animation  
is re-used.

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[Flashcoders] [JOB] Parlay is looking for Flash Developers

2007-09-17 Thread Mark Lapasa

[Position Summary]
Flash Developers will be responsible for integrating unique solutions 
within our Flash Gaming Suites. Parlay’s games use Flash front-ends to 
talk with Java servlet back-ends, this position will increase the size 
of our Flash development team. The position strongly emphasizes 
ActionScript programming, from core libraries to interface development. 
The position will be part of a team of 2-5 flash developers and 2-3 
graphic designers of varying experience.


[Key Responsibilities]
- Assist in the creation and maintenance of Parlay’s suite of Flash games
- Integrate solutions within Parlay’s Gaming Suites
- Flash skill requirement is largely ActionScript and interfacing with 
Java and Web components


[Required Skills and Competencies]
- Competency in the use of all Flash IDE’s from Flash MX 2004 onward
- Extensive Flash ActionScript experience with AS1 and AS2 with a 
workable understanding of AS3.
- Familiarity with OO concepts, design patterns and is comfortable with 
implementing them for Flash applications

- Familiarity with HTML
- Must be flexible and able to work with AS1, AS2, and AS3 scripts
- Formal training in programming is a requirement
- 2-3 years related experience
- Strong written and oral communication skills

[Definite Assets]
- Proficiency in Photoshop, Illustrator, Sound and Video Editing Software
- Understanding of Java, XML, HTML, and other web technologies
- Gaming experience
- A College Diploma or University Degree in a technology field

At Parlay Entertainment, we’re putting a new spin on Internet gaming. 
Based in Oakville, Ontario, we pride ourselves in our casual yet 
professional work environment, where both clients and employees are 
highly valued and treated with respect.


Parlay is always searching for bright minds with big talent. Think 
you’ve got what it takes to get in the game? If you’d like to join a 
team that mixes business with pleasure every day, e-mail your resume 
with cover letter to: [EMAIL PROTECTED]


Please visit our website at http://www.parlaygroup.com/

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Re: [Flashcoders] Going Crazy :( - Strange problems with height and width before _rotation change

2007-09-17 Thread o renken
hi julian,

i think you have to stack it in another (parent) MC. Then you can rotate the
rootMC and scale the childMC

like that:

MC_toBeRotated._rotation=45;
MC_toBeRotated.MC_toBeScaled._xscale=50;
MC_toBeRotated.MC_toBeScaled._yscale=50;

that should to it!

greetz
olee




2007/9/17, julian atienza [EMAIL PROTECTED]:

 Hi everybody.
 I'm going crazy with this problem.

 Place in stage one rectangle (f.e with 200x100 dimensions) named
 mcRectangle.

 Put this as2 code

 trace(Original Size : + mcRectangle._width + , + mcRectangle._height);
 mcRectangle._rotation = 90;
 trace(BEFORE ROTATE 90 DEGREES: + mcRectangle._width + , +
 mcRectangle._height);
 mcRectangle._height = 100;
 mcRectangle._width = 100;
 trace(CHANGING MANUALLY HEIGHT AND WIDTH to 100x100, strange size
 is: + mcRectangle._width + , + mcRectangle._height);

 Output is:
 Original Size :201,101
 BEFORE ROTATE 90 DEGREES:101,201
 CHANGING MANUALLY HEIGHT AND WIDTH:101,199

 When u apply one rotation, trying to assign manually width and height
 properties causes strange unpredictable effects...

 I'm trying to use xscale and yscale to avoid this problem, but i have
 another problems when try to make more things..

 any solution? any suggestion?

 thx in advance
 ___
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 To change your subscription options or search the archive:
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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-- 
http://www.renkster.de/#/about/
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Re: [Flashcoders] Going Crazy :( - Strange problems with height and width before _rotation change

2007-09-17 Thread julian atienza
Thanks. I have to redesign the app cos i have another things in _parent.

I made one fast-solution too since i only have rotation of 90, 180,
270, 0 angles

- change to _rotation 0
- make changes in _width and _height thinking in transforming it later
to the appropiate rotation degree
- restore _rotation to the wanted one

Thanks anyway. Thanks so much


2007/9/17, o renken [EMAIL PROTECTED]:
 hi julian,

 i think you have to stack it in another (parent) MC. Then you can rotate the
 rootMC and scale the childMC

 like that:

 MC_toBeRotated._rotation=45;
 MC_toBeRotated.MC_toBeScaled._xscale=50;
 MC_toBeRotated.MC_toBeScaled._yscale=50;

 that should to it!

 greetz
 olee




 2007/9/17, julian atienza [EMAIL PROTECTED]:
 
  Hi everybody.
  I'm going crazy with this problem.
 
  Place in stage one rectangle (f.e with 200x100 dimensions) named
  mcRectangle.
 
  Put this as2 code
 
  trace(Original Size : + mcRectangle._width + , + mcRectangle._height);
  mcRectangle._rotation = 90;
  trace(BEFORE ROTATE 90 DEGREES: + mcRectangle._width + , +
  mcRectangle._height);
  mcRectangle._height = 100;
  mcRectangle._width = 100;
  trace(CHANGING MANUALLY HEIGHT AND WIDTH to 100x100, strange size
  is: + mcRectangle._width + , + mcRectangle._height);
 
  Output is:
  Original Size :201,101
  BEFORE ROTATE 90 DEGREES:101,201
  CHANGING MANUALLY HEIGHT AND WIDTH:101,199
 
  When u apply one rotation, trying to assign manually width and height
  properties causes strange unpredictable effects...
 
  I'm trying to use xscale and yscale to avoid this problem, but i have
  another problems when try to make more things..
 
  any solution? any suggestion?
 
  thx in advance
  ___
  Flashcoders@chattyfig.figleaf.com
  To change your subscription options or search the archive:
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
  Brought to you by Fig Leaf Software
  Premier Authorized Adobe Consulting and Training
  http://www.figleaf.com
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 --
 http://www.renkster.de/#/about/
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Re: [Flashcoders] exit screen button script

2007-09-17 Thread Pedro Taranto

fscommand(quit); //to close the projector

--
Pedro Taranto

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[Flashcoders] Voicerecording with flash?

2007-09-17 Thread Peter Oliver Geller
Hi all together,

Did somebody know what I need to do a voice recording with flash.
I heard that it is only possible with a flash media server?

Is that right?, 
don’t find any information about that topic what was useful for me :(

Maybe someone have an idea?

Regards 

Peter


Peter Oliver Geller
interface design, animation  development

Lindenstraße 14 . 50674 Cologne
0221 - 92 42 81 - 52 phone

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Re: [Flashcoders] exit screen button script

2007-09-17 Thread Eric Walton
Thanks i fixed it a couple of days ago.

Eric



On 9/17/07, Pedro Taranto [EMAIL PROTECTED] wrote:

 fscommand(quit); //to close the projector

 --
 Pedro Taranto

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-- 
Eric Walton 9 / Edub9

To view more about
The Artwork of Eric Walton 9 / Edub9
please visit the following:
www.hollywoodfineart.com
www.myspace.com/ericwalton9_edub9
Providentia Marketing LLC
754-246-7620 Cel
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Re: [Flashcoders] Voicerecording with flash?

2007-09-17 Thread ekameleon
Hello :)

About FMS you can read the documentation :
http://www.adobe.com/support/documentation/en/flashmediaserver/

And in the client side Actionscript reference :
http://livedocs.adobe.com/fms/2/docs/wwhelp/wwhimpl/js/html/wwhelp.htm?href=Part_CS_ASD.html

Search the NetConnection, NetStream, Camera, Microphone and Video class
examples :)

After... you can use this client class with the FMS Server (official RTMP
server of adobe) but you can use too the opensource solutions Red5 based on
JAVA or HaxeVideo based on Haxe/Neko technologie :

http://osflash.org/red5
http://code.google.com/p/haxevideo/

You can use Wowza server : http://www.wowzamedia.com/index.html (based on
java)

The client Actionscript is the same :)

You can read in french my tutorial about this different technologies :
http://www.ekameleon.net/blog/index.php?2007/04/08/66-haxevideo

EKA+ :)




2007/9/17, Peter Oliver Geller [EMAIL PROTECTED]:

 Hi all together,

 Did somebody know what I need to do a voice recording with flash.
 I heard that it is only possible with a flash media server?

 Is that right?,
 don't find any information about that topic what was useful for me :(

 Maybe someone have an idea?

 Regards

 Peter

 
 Peter Oliver Geller
 interface design, animation development

 Lindenstraße14. 50674 Cologne
 0221 - 92 4281 - 52phone

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Re: [Flashcoders] Voicerecording with flash?

2007-09-17 Thread John laPlante
I wouldn't sweat this. I sat down with someone and got audio recording 
with Flash Media Server in about 2 hours. Here is the original script 
that I wrote with a few buttons on the stage. The documentation that was 
mentioned is very valuable. But, for simply playing media or recording, 
the thing practically does it automatically. I bet there is a component 
that does this much.


myNC = new NetConnection();
myNC.onStatus = function(info){
trace(Connect :  + info.code);
}
myNC.connect(rtmp://localhost/server1);
//myNC.connect(rtmp://localhost);


myNS = new NetStream(myNC);
myNS.onStatus = function(info){
trace(info.code);
}
myMic = Microphone.get();
myNS.attachAudio(myMic);

record_btn.onRelease = function(){
myNS.publish(mySound2, record);
}
stop_btn.onRelease = function(){
myNS.publish(false);
myNS.play(false);
}
play_btn.onRelease = function(){
myNS.play(mySound2);
}



2007/9/17, Peter Oliver Geller [EMAIL PROTECTED]:
  

Hi all together,

Did somebody know what I need to do a voice recording with flash.
I heard that it is only possible with a flash media server?

Is that right?,
don't find any information about that topic what was useful for me :(

Maybe someone have an idea?

Regards

Peter


Peter Oliver Geller
interface design, animation development

Lindenstraße14. 50674 Cologne
0221 - 92 4281 - 52phone

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Re: [Flashcoders] Voicerecording with flash?

2007-09-17 Thread Jobe Makar

Hi,

This sort of thing is coming up a lot lately! The list of servers tha can 
provide what you need are:

Flash Media Server
ElectroServer 4
Red 5
Wowza

Jobe Makar
http://www.electrotank.com
http://www.electro-server.com
phone: 252-627-8026
mobile: 919-609-0408
fax: 919-882-1121
- Original Message - 
From: ekameleon [EMAIL PROTECTED]

To: flashcoders@chattyfig.figleaf.com
Sent: Monday, September 17, 2007 2:38 PM
Subject: Re: [Flashcoders] Voicerecording with flash?



Hello :)

About FMS you can read the documentation :
http://www.adobe.com/support/documentation/en/flashmediaserver/

And in the client side Actionscript reference :
http://livedocs.adobe.com/fms/2/docs/wwhelp/wwhimpl/js/html/wwhelp.htm?href=Part_CS_ASD.html

Search the NetConnection, NetStream, Camera, Microphone and Video class
examples :)

After... you can use this client class with the FMS Server (official RTMP
server of adobe) but you can use too the opensource solutions Red5 based 
on

JAVA or HaxeVideo based on Haxe/Neko technologie :

http://osflash.org/red5
http://code.google.com/p/haxevideo/

You can use Wowza server : http://www.wowzamedia.com/index.html (based on
java)

The client Actionscript is the same :)

You can read in french my tutorial about this different technologies :
http://www.ekameleon.net/blog/index.php?2007/04/08/66-haxevideo

EKA+ :)




2007/9/17, Peter Oliver Geller [EMAIL PROTECTED]:


Hi all together,

Did somebody know what I need to do a voice recording with flash.
I heard that it is only possible with a flash media server?

Is that right?,
don't find any information about that topic what was useful for me :(

Maybe someone have an idea?

Regards

Peter


Peter Oliver Geller
interface design, animation development

Lindenstraße14. 50674 Cologne
0221 - 92 4281 - 52phone

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[Flashcoders] XSD Flash Object - tutorial / article?

2007-09-17 Thread Glen Pike

Hi,

   Has anyone read, or written, an article showing howto use XSL to 
write flash over an XML document containing the data it will then use?


   Lost my bookmark...

   Thanks

   Glen
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[Flashcoders] Setting percentage to circular preloader

2007-09-17 Thread Omar Fouad
Alright, I wrote some code that draws a circle and I added an easing effect
using Tweener as follows:

var Circle:MovieClip = _root.createEmptyMovieClip(Circle, 2);

function drawC(centerX, centerY, radius, sides){
 Circle.per = 0;
 Circle.lineStyle(4,0xFF,100);

 Circle.moveTo(centerX + radius, centerY);


 var to = {per:100, time:1, transition:easeOutQuad,onUpdate:function() {
   var pointRatio = (this.per/sides);

   var xSteps = Math.cos(pointRatio*2*Math.PI);
   var ySteps = Math.sin(pointRatio*2* Math.PI);
   var pointX = centerX + xSteps * radius;
   var pointY = centerY + ySteps * radius;
   Circle.lineTo(pointX, pointY);
  }
 }
 Tweener.addTween(Circle, to);
}

I tried than to use it as a preloader by adding the Preload function and
ading a parameter to the drawC function as follows::

function drawC(centerX, centerY, radius, sides, percent){ *// here i added
the percent par*
 Circle.per = 0;
 Circle.lineStyle(4,0xFF,100);

 Circle.moveTo(centerX + radius, centerY);


 var to = {per:percent, time:1, transition:easeOutQuad,onUpdate:function()
{// *here i assigned the per property to the variable passed by the percent
parameter*
   var pointRatio = ( this.per/sides);

   var xSteps = Math.cos(pointRatio*2*Math.PI);
   var ySteps = Math.sin(pointRatio*2*Math.PI);
   var pointX = centerX + xSteps * radius;
   var pointY = centerY + ySteps * radius;
   Circle.lineTo(pointX, pointY);
  }
 }
 Tweener.addTween(Circle, to);
}



Preload = function () {
 total = _root.getBytesTotal();
 onEnterFrame = function () {

  loaded = _root.getBytesLoaded();
  percentage = Math.floor(loaded/total * 100);
  if(percentage !== 100) {
   _root.drawC(250, 200, 15, 100, percentage); *// the percentage is passed
to the drawC*
  }else if (percentage==100){
   delete this.onEnterFrame;
  };
 };
};

Preload();

It doesn't work when theoretically it should.. I tried it without Tweener,
using a loop and it worked but without easing. like this:

function drawC(centerX, centerY, radius, sides, percent){ *// here i added
the percent par*
 Circle.lineStyle(4,0xFF,100);

 Circle.moveTo(centerX + radius, centerY);

for (i=0;i=percent;i++); *// used a loop here - passed the var percent*
 var pointRatio = (i/sides);// *Used I instead of this.per*

   var xSteps = Math.cos(pointRatio*2* Math.PI);
   var ySteps = Math.sin(pointRatio*2*Math.PI);
   var pointX = centerX + xSteps * radius;
   var pointY = centerY + ySteps * radius;
   Circle.lineTo(pointX, pointY);
  }
 Tweener.addTween(Circle, to);
}

Now how can I relate the percentage that is returned to the drawing circle
process with Tweener? Is there something wrong or something i miss?

Regards

-- 
Omar M. Fouad - Digital Emotions
http://www.omarfouad.net

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[Flashcoders] Command-line compiler to change library contents

2007-09-17 Thread Sam Edwards
Hello All!

I need to be able to deploy an entirely self-contained .swf (no
network access, no local access... i don't know why not, I've just
been told that's the way it is) BUT I need to be able to run a script
that will swap out images that exist as library symbols, very
Generator-like (those were the days kinda)

I need to target Flash 8 so the Flex command-line compiler isn't an
option. I've built a similar system before where ColdFusion generated
the Flex MXML and called a .bat to run the compiler (not exactly
standard practice but it worked brilliantly), and now I need to
basically replace the Flex compiler with something else that targets
Flash 8 and allows me to say library symbol X contains
suchandsuch.jpg. Also, I'm moderately desperate. Has anyone done
this sort of thing before? OpenLaszlo maybe?

Thank you for reading and for any suggestions you have!
sam
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[Flashcoders] complex button action

2007-09-17 Thread noentourage
I have a movieClip that I move up or down based on it's curreny _y + a
specified pixel height using Tweener code to move the movieClip smoothly.
The action is called onRelease of an arrow movieClip.
The client would now like it to constantly scroll onPress after holding the
mousedown for say...1 or 2 seconds. Has anyone done anything like this?
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Re: [Flashcoders] Command-line compiler to change library contents

2007-09-17 Thread Mark Winterhalder
Sam,

have a look:
http://osflash.org/swfmill

HTH,
Mark


On 9/17/07, Sam Edwards [EMAIL PROTECTED] wrote:
 Hello All!

 I need to be able to deploy an entirely self-contained .swf (no
 network access, no local access... i don't know why not, I've just
 been told that's the way it is) BUT I need to be able to run a script
 that will swap out images that exist as library symbols, very
 Generator-like (those were the days kinda)

 I need to target Flash 8 so the Flex command-line compiler isn't an
 option. I've built a similar system before where ColdFusion generated
 the Flex MXML and called a .bat to run the compiler (not exactly
 standard practice but it worked brilliantly), and now I need to
 basically replace the Flex compiler with something else that targets
 Flash 8 and allows me to say library symbol X contains
 suchandsuch.jpg. Also, I'm moderately desperate. Has anyone done
 this sort of thing before? OpenLaszlo maybe?

 Thank you for reading and for any suggestions you have!
 sam
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Re: [Flashcoders] complex button action

2007-09-17 Thread elibol
Hi,

I don't think you'll be able to accomplish a smooth solution using the
Tweener class as you will need to know the *change* for the easing effect to
look nice. You cannot know the change since the user will actually be
changing it. The way it would be done with the Tweener is to set it to ease
to each position, but this will not really work well on its own. There may
be a way to manipulate the input to get the desired effect, but you may not
want to go down that route. You could also tweak the easing algorithm to
take different parameters, but that's again a route you are probably going
to want to avoid.

I'd say abuse the Tweener and show the choppy result; show the client and
simply explain that given technical restrictions, making something smoother
is going to take more time.

There is a quick way to create a dynamic easeOut effect, but it may be alot
different than the effect you're using. This effect takes the difference in
the distance of two values and repeatedly reduces the difference by a
percentage. This creates a slowing down effect.

//assuming ball is a movieclip on the stage
ball._y = 0;
targetBallY = 100;
limit = 1; //pick a limit to stop easing
fact = 0.2; //pick a factor
function onEnterFrame(){
//get the difference
var difference = targetBallY-ball._y;
if(differencelimit) ball._y += difference*fact;
else {
ball._y += difference;
onEnterFrame = null;
}
}

On 9/17/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 I have a movieClip that I move up or down based on it's curreny _y + a
 specified pixel height using Tweener code to move the movieClip smoothly.
 The action is called onRelease of an arrow movieClip.
 The client would now like it to constantly scroll onPress after holding
 the
 mousedown for say...1 or 2 seconds. Has anyone done anything like this?
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